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Cake day: June 30th, 2023

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  • I, of course not speaking for everyone who ever used that phrase, mean mostly that the rules facilitate with their mechanics the kind of things you typically would want to do in that kind of setting. So a good airship combat system or flexible Rules to build machines are important to have if you want to make this specific activity rewarding for the players to engage with (This is the advantage of more focused rpgs, as generics tend to have less rulings for very specific things or just many, many rulings and get a bit bloated). So basically has at the right amount of (good and fun) rules, that a game you play more or less naturally evolves into the story of said genre.

    A bit of flavouring also helps, just to get the mechanics out of the abstract into the actual game played (for example calling the Savage World Bennies something fitting to the setting).

    I am rambling again, so here is a quick example of what I mean (for Deadlands for Savage Worlds, not directly steampunk, but I like the idea and it is fresh on my mind): To cast a stronger Spell than usual, a player (character) can “Dealing with the devil”. It is resolved not by a simple dice roll, but by playing a short game of cards, to determine the success. This is a mechanic that to me feels very fantasy/horror-western in mechanics and flavour. (Of course those extreme mechanics should be handled carefully, too many different ones would be confusing )

    I hope I am making sense. If not, feel free to ask for clarification.